#pragma once

#include "matrixmath.h"

class PhysicsObject{
    public:
        PhysicsObject();

        virtual void Update(int dt);

        Math::Vector3 Heading(){ return heading; }
        Math::Vector3 Position(){ return position; }

        void SetHeading(Math::Vector3 h){ heading = h; }
        void SetPosition(Math::Vector3 p){ position = p; }

        virtual void RotateToNewHeading(Math::Vector3 axis, float angle);

    protected:
        Math::Vector3 heading;
        Math::Vector3 position;

    private:

        float speed;
};
